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Update 2.23.0.99


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Aircraft

  • AB-205A-1 — a bug has been fixed that caused a FPS drop after empty rocket tubes were discarded (report).
  • MiG-29 — ammo count of the secondary munitions has been added to the HUD.
  • AGM-12 — a bug has been fixed that caused an underestimated number of fragments when fired from helicopters .
  • F-105D — the number of chaff rounds for the AN/ALE-2 pod has been fixed from 16 to 192.
  • SAAB J-35 (all versions) - controllability at low speed has been improved for the “simplified’ and “mouse aim” control modes.

Ground vehicles

  • A bug has been fixed where there might be spaces between a 3d decoration and a ground vehicle hull after a model update.
  • A bug has been fixed where 3D decorations mounted on additional armour remained in air after disabling this modification.
  • Strv 74 — an issue with a shifted camera in the commander’s sight has been fixed.
  • LAV-AD — incorrect description of the commander’s NVD has been corrected (report).
  • Challenger 2 — a bug has been fixed where rubberized sideskirts remained after ERA modules are shot off.
  • ZSU-57-2, WZ305 — a bug has been fixed where there were two identical researchable magazines with AP chambered shells. The BR-281 magazine has been changed to BR-281SP armour piercing solid rounds (rеport).
  • OTOMATIC — the tracer has been removed from 76/62 HE-MOM and 76/62 SAPOM rounds (report)

Naval

  • New mechanics for torpedo sights. Previously, the player had to manually select a torpedo tube by pressing a button ("Q" by default). Instead of switching available torpedo tubes by the button, their sight now switches following the direction of the player’s camera. The Q button now only turns the sight on or off, and the torpedo tube is selected according to the available traverse angles and the direction of the player's view.
    • For example, if a ship has torpedo tubes on her sides (“Kirov”, “Hipper”), you don’t need to press “Q” to choose the torpedo tube on the other side. Just activate all torpedo sights with the “Q” button and turn the camera to the side you want to fire from. The same works with rotating torpedo tubes (like on most destroyers in the game) - the available torpedo tubes will be selected automatically. Ships and boats with fixed torpedo tubes toggle available tubes in the same manner, although in the limited traverse sector. If a ship has several torpedo tubes on each side, a new tube available to fire from the same side toggles automatically. If a torpedo sight is disabled and the enemy is in the fire sector, the torpedoes fire in salvo by pushing the torpedo fire button.
  • Hull break parameters of boats have been fixed. Previously the hulls of the smaller boats might not break with a large calibre shell hit.

Interface

  • A bug that caused the cursor and cannon marker to display jerkily during turret rotation when looking from the player’s view in referee mode has been fixed.

VR

  • F-16A MLU — a bug has been fixed where the sight followed the player’s view. Now it is centred in the HUD.

Sound

  • The reload sounds of all guns in ground vehicles are now brighter and thicker, with the reload stages heard with more detail.
  • Guns on ground vehicles of 100mm+ calibres with manual reloading now have their own reload sounds, which are thicker.
  • Sounds of the empty cartridges of the gun rounds have been reworked for the gunner’s view camera. Authentic drop sounds of cartridges of various calibres have been used.
  • Suspension sounds on ground vehicles have been reworked for tilting and vertical speed-ups in order to more dynamically and stabley reflect the various conditions of the suspension.
  • BM-13 Katyusha MLRS received its own sounds different from the other systems.

Other

  • A bug has been fixed where a cursor might move to the second monitor in full-screen mode in naval and helicopter battles (report).

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

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Can we please have the option to revert back to the old torpedo sights? It is terrible and it makes it harder to use my torps. 

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1 hour ago, Stona said:

 

Sound

  • The reload sounds of all guns in ground vehicles are now brighter and thicker, with the reload stages heard with more detail.
  • Guns on ground vehicles of 100mm+ calibres with manual reloading now have their own reload sounds, which are thicker.
  • Sounds of the empty cartridges of the gun rounds have been reworked for the gunner’s view camera. Authentic drop sounds of cartridges of various calibres have been used.
  • Suspension sounds on ground vehicles have been reworked for tilting and vertical speed-ups in order to more dynamically and stabley reflect the various conditions of the suspension.
  • BM-13 Katyusha MLRS received its own sounds different from the other systems.

 

I really wish Gaijin would focus on creating better louder sounds for RWR and also visual clues and working RWR in cockpits, more atmospheric crew voices for ground forces, and better radio chat commands for raising situational awerness.

I like added details to sounds but there is a bigger issue to be acknowledged, worked on and fixed.

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Interesting that the F-105 can get a ton of chaff while the devs claim the A32A and AJ37 don't need any more.

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4 hours ago, Stona said:

New mechanics for torpedo sights. Previously, the player had to manually select a torpedo tube by pressing a button ("Q" by default). Instead of switching available torpedo tubes by the button, their sight now switches following the direction of the player’s camera. The Q button now only turns the sight on or off, and the torpedo tube is selected according to the available traverse angles and the direction of the player's view.

  • For example, if a ship has torpedo tubes on her sides (“Kirov”, “Hipper”), you don’t need to press “Q” to choose the torpedo tube on the other side. Just activate all torpedo sights with the “Q” button and turn the camera to the side you want to fire from. The same works with rotating torpedo tubes (like on most destroyers in the game) - the available torpedo tubes will be selected automatically. Ships and boats with fixed torpedo tubes toggle available tubes in the same manner, although in the limited traverse sector. If a ship has several torpedo tubes on each side, a new tube available to fire from the same side toggles automatically. If a torpedo sight is disabled and the enemy is in the fire sector, the torpedoes fire in salvo by pushing the torpedo fire button.

 

NO NO NO! This is most definitely not an "improvement" at all! Instead of improving our control over torpedo tubes, it almost completely removes our ability to select which tube we actually want to fire from. The camera direction should not be tied to this at all. A simple test sail shows how bad this is. Using the camera direction for this just makes it impossible to select specific tubes without looking in very awkward and severely limited angles, and certainly does not allow us to "better concentrate on the battle" at all. It's especially bad with MTBs and their fixed tubes. Using the "Q" key for torp tube selection was absolutely totally fine , except for the recent minor bug that prevented the torp sight from actually turning off.

 

This needs to be reverted immediately. It makes torpedoes unusable. Get to work on actually fixing that bug I mentioned instead(for the moderators information, this has already been reported multiple times, so please don't ignore this by saying "please file a proper bug report here" or something like that). For real Gaijin, start playing your own damn game before making "improvements" to it.

Edited by kkang2828

Stona (Posted )

If you want to submit a suggestion, please use Suggestion Section. If you want to submit a bug, please use (if bug is already submited, add a comment to there) https://community.gaijin.net/issues/p/warthunder Thanks!
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Runaway mouse issue is still a thing in helicopters...
It's particularly noticeable when going into the Gun Sight (ATGM) sometimes I can just see my mouse floating off into other screens while moving the camera, sometimes I just find out when I try to zoom in or out and I right click something in Discord or my browser.   (Almost left a Discord server playing Warthunder....) 

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Quote
  • A bug has been fixed where a cursor might move to the second monitor in full-screen mode in naval and helicopter battles (report).

This bug was over 2 years old, and originated probably from the "New Power" update, that introduced the new game engine.

It was an issue(fortunately fixed in this update) in the Linux version as well, even without the use of multiple monitors. It differed in that the cursor just jumped to the edge of the single screen instead of escaping to the second monitor. I suppose that it was related to the use of multiple workspaces(that might be switched on a single monitor), as it seems similar to the use of multiple monitors.

Edited by Filip8192
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6 hours ago, slepnir said:

Can we please have the option to revert back to the old torpedo sights? It is terrible and it makes it harder to use my torps. 

This, the change has made them harder to aim, what is so difficult the way it was previously. You selected a tube, and adjusted the ship until you had it lined up, it was ideal, especially for small boats, where the fixed forward tubes bascially means your dumping several when i only want to fire one. This change is a downgrade in every sense of the word, and requires more fidgetting to do what was otherwise streamlined before the change.  it only seems to work on non fixed torpedo tubes, as with fixed port or starboard torpedos i have no idea which ones are being aimed, or where they are aiming, and for bow mounted torps i find myself launching 2 with only the first aimed and the second being way off target as the game decides i wanted to fire it when i didnt. 

Edited by nathanclawfish
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The new torpedo mode does not work with small boats. The Pr.206 and all the PT-Boats with four torps fire always BOTH torps of one side at one time instead of only one. Pretty useless.

And, to be honest, I prefer to select my torpedo tubes on my own, this "preselection" is not an improvement in my eyes.

 

Please activate the old system again. Or, maybe better, give us the choice to select which mode we prefer, like the option if we want to fire primary AND secondary guns together or not.

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11 hours ago, Stona said:

New mechanics for torpedo sights

 

Conceptually this is a nice idea, but in practice this hasn't been implemented well at all. A simple toggle in the options menu to be able to cycle through specific tubes (as before) is an absolute must.

 

But the main issue seems to be a form of bug/oversight, which is that while there is a delay between torps fired within a given launcher, there is no delay between the final torpedo of one launcher and the first torpedo in the next launcher . This is why people are thinking the game is dumping all their forward torpedoes in smaller boats with the fixed "V-shaped" firing arc; unless you give the button the impractically lightest of taps, the game will consider that as "holding" the button, and thus fire the next tube (usually pointing way off the other side of the bow) a whole one frame after firing the one you want.

 

We need a toggle between auto-selected tubes and manually selected tubes, and in either case when using aim mode firing torpedoes needs to be one per button press; semi-auto, not full-auto.

Edited by [email protected]
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Has anyone from the Dev/Quality team bothered to take the J35 out before implementing the changes into the update? 

You know, like a testflight or so?

 

You just made the plane unplayable in turns, which are kinda common in aircraft. You can’t bring the nose onto a target to lock onto it with rockets and guns are simply impossible.

 

And yes, I have created a bug report for the Playstation, just as many others did for their platform. I don’t really mind the repair cost or the wasted time from getting shot down because I maneuver like a Ace, but the people with the Techtree version, where the repair costs are significantly higher should get some form of compensation for this complete and utter lack of quality control.

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As other people have said, the new torpedo mode change effectively halves the number of torpedoes available on a lot of the PT boats. VS-10 can only fire both at once, so it's really nerfed now, PT-810 launches 2 on one side each time, so it only has 2 torp shots now instead of 4, etc. I'm not going to say it's a bug because I don't know if that was intended, in AB you'll notice less than RB cause your torps reload, but if it is a bug it's a pretty big one.

The other problem is that the writeup is actually wrong, prediction isn't tied to the camera point of aim now, it's tied to the gun point of aim. So you have to swivel your guns to the same target you want to fire torpedoes on, or you don't have any prediction. So that means ships with rotating tubes with slower turret traverses (like most Japanese WW2 destroyers for instance) are going to be significantly worse at torpedo fighting now. (You can fire "blind" on the unengaged side now without prediction of course.) Again, not sure if it's a bug or it's meant as a representation that ship fire control could only engage one ship target at a time normally, but if it had been tied to the actual camera point of aim you could have at least kept your guns on target while engaging a different target on the other side with torps by activating mouse look, but currently that's not possible.

Edited by Bruce_R1
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The truth is that they just took away the only good thing the J35 had, which was its maneuverability.

 

Now it is a plane that has a hard time making turns, it has a poor flight model and surely it is because of the level 10s who bought the J35XS and went into flat spin and did not even know why a jet plane needs speed and they start playing high levels now because of that small group of level 65 and below they just screwed up the J35 overall. Thank you Last package that I buy from you again. :lol2:

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Edited by RayLeight
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Rapid flickering of selected centerline torpedo tube is really annoying - eg with 2 banks of TT on most US destroyers, when a target is selected it will alternately select the 2 banks repeatedly several times a second - not a useful feature.  This was in AB - https://warthunder.com/en/tournament/replay/31323024694788297.

 

And I second all teh posts above about selecting teh fixed tubes on PT boats and hte like - very annoying to find you're actually using 2 or even 3 torpedoes when you thought you were only loosing 1 - not a needed change.

 

Edited by Josephs_Piano
agree change to PT boat torpedoes is not good
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I don't really post on the forums, but GOD DAMN I had to come to say that I love the new gun breech sounds.
Now improve the crew chatter. Just loader saying "up", or "heat up" if you changed your round, something. Maybe commander screaming "target stopped" or something too when you get a kill.
I don't know. I don't need screams like in GHPC, but gimme something more.

Edited by Dana
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From the in-game update: "Just activat all torpedo sides with the Q button and turn the camera". So ignoring the multiple spelling errors which make it difficult to understand, it is still not clear exactly how this changes the mechanics of launching torpedoes. Can you release some type of video showing the difference between the old & new torpedo aiming methods? This seems to be a major change in using ships and the info given is not sufficient.

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Yeah like a couple other players have mentioned. The torpedo change is no good for coastal boats. If you're running a coastal with 4 torpedoes in fixed launchers, 2 on starboard side of bow, 2 on port side. Before I could pop out around an island and lay down a spread of 4 individual torpedoes on 4 different headings in an arc as I'm turning. Now it drops both torpedoes on the starboard side and both torpedoes on the port side at once. So instead of turning and dropping torp 1 on a heading of 5 degrees, then continuing the turn and dropping torp 2 on a heading of 15 degrees, continuing the turn and dropping torp 3 on a heading of 25 degrees, continuing the turn and dropping torp 4 on a heading of 35 degrees. I'm now limited to only 2 drops. Turning and dropping both off starboard side on a heading of 15 degrees and then turning and dropping both off port side on a heading of 35 degrees. It's effectively cut my chances of hitting a large ship in half. Not only that it's a complete waste of the 2nd and 4th torpedo since it's literally following directly behind the wake of the 1st or 3rd torpedo. If the 1st torpedo is going to hit at 15 degrees I don't need the 2nd to hit a half second later on the same spot. I need it to hit 4 seconds later 100ft farther down the ship. Maybe this was a good idea for some players on large bluewater vessels. Although I can't really see the old system confusing anyone anyways. But it simply doesn't work at all for coastal boats. Please consider changing it back to the way it was. It really wasn't difficult for most of us to hit the Q key a couple extra times. Thank you

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